Game machine

ABSTRACT

To provide a game machine which can cause a player to play the game while applying a feeling of tension. A game machine includes a main controller  301  and a terminal side game controller  701 , which carry out a control for progressing a game, and a payout management section  703  which limits by fixed conditions a payout of an amount of currency, owned by a player of the game, stored in a memory inside the game machine, wherein the payout management section  703 , in the event that the amount of currency owned by the player is less than an amount of currency inserted in the machine, limits the payout of the amount of currency owned by the player.

RELATED APPLICATION

This application claims the priority of Japanese Patent Application No. 2005-256450 filed on Sep. 5, 2005, which is incorporated herein by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a game machine, and particularly to a game machine in which coins are bet and a game is carried out and in which, in the event that the game is won, it is possible to acquire a value of coins in accordance with betting odds fixed in advance.

2. Related Art

To date, in a casino and the like, a game machine has been installed which carries out a game using cash directly. Among players who play this kind of game, a majority of them plays the game in order to obtain a satisfaction of obtaining an amount of cash greater than that inserted, but there exist among them players who play the game while enjoying a feeling of tension that they may lose the cash inserted in the game.

However, in recent years, in an amusement game market, a game machine which recreates a sense of reality of a game played in a casino has spread. With this kind of game machine, however, as a game is carried out by betting, for example, a coin or a medal rather than cash, there is a problem that the kind of player described heretofore who plays the game while enjoying a feeling of tension finds the game unsatisfying.

SUMMARY OF THE INVENTION

The invention, bearing in mind the kind of problem described heretofore, has been conceived with an object of providing a game machine which can cause a player to play the game while applying a feeling of tension.

In order to achieve the object described heretofore, the game machine according to the invention includes: an accepting device which accepts an amount of currency input by a player as a first credit; a memory which stores the first credit accepted by the accepting device, a second credit obtained by the player in accordance with a game result, and an owned credit owned by the player, including the first credit and the second credit; and a processor which compares the first credit and the owned credit read from the memory and, in the event that the owned credit is less than the first credit, carries out a process limiting a payout of the owned credit.

According to the game machine, the payout of the owned credit owned by the player is limited by fixed conditions.

Also, in the game machine, it is also possible that the accepting device accepts an amount of currency newly added by the player as a third credit, and the processor, in the event that the accepting device accepts the third credit before the first credit is used up, updates the first credit and stores it in the memory.

Also, the game machine according to the invention includes: an accepting device which accepts an amount of currency input by a player as a first credit; a memory which stores the first credit accepted by the accepting device, a second credit obtained by the player in accordance with a game result, and an owned credit owned by the player, including the first credit and the second credit; and a processor which compares the first credit and the second credit read from the memory and, in the event that the second credit is less than the first credit, carries out a process limiting a payout of the owned credit.

Also, in the game machine, it is also possible that the accepting device accepts an amount of currency newly added by the player as a third credit, and the processor, in the event that the accepting device accepts the third credit before the first credit is used up, updates the first credit and stores it in the memory.

Also, the game machine according to the invention includes:

an accepting device which accepts an amount of currency input by a player as a first credit;

a memory which stores the first credit accepted by the accepting device, a second credit obtained by the player in accordance with a game result, and an owned credit owned by the player, including the first credit and the second credit; and

a processor which compares the first credit and the owned credit read from the memory and, in the event that the owned credit is less than the first credit, carries out a process limiting a payout of the owned credit, wherein

the accepting device accepts an amount of currency newly added by the player as a third credit, and

the processor, in the event that the accepting device accepts the third credit before the first credit is used up, updates the first credit and stores it in the memory.

Additional objects and advantage of the invention will be set forth in the description which follows, and in part will be obvious from the description, or may be learned by practice of the invention. The objects and advantages of the invention may be realized and obtained by means of the instrumentalities and combinations particularly pointed out hereinafter.

BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE INVENTION OF THE DRAWINGS

The accompanying drawings, which are incorporated in and constitute a part of the specification, illustrate embodiments of the invention, and together with the general description given above and the detailed description of the embodiments given below, serve to explain the principals of the invention.

FIG. 1 is an external view of a game machine according to an embodiment of the invention;

FIG. 2 is an enlarged view of a player terminal which configures the game machine;

FIG. 3 is a schematic block diagram of an internal structure of the game machine;

FIG. 4 is a block diagram of the game machine centered around a main controller included in the game machine;

FIG. 5 is a functional block diagram showing a control system of the player terminal;

FIG. 6 is a view showing an example of a screen displayed on a liquid crystal display of the player terminal in the game machine;

FIG. 7, being a block diagram for illustrating functions of a microcomputer in the player terminal, is mainly a functional block diagram related to a payout process of an owned credit value;

FIG. 8 is a flow diagram for illustrating a process in a case in which, in the game machine, the payout process of the owned credit value is limited by fixed conditions; and

FIG. 9 is a flow diagram for illustrating a process in a case in which, in the game machine, the payout process of the owned credit value is limited by fixed conditions.

DESCRIPTION OF THE PREFERRED EMBOBIMENTS

Hereafter, a detailed description will be given of a game machine according to the invention, while referring to the drawings. Although, hereafter, a description will be given of an embodiment of the invention actualized as a card game, it is not limited to this, as the invention can be applied to any game machine using credits, and is all the more effective when applied to a game machine installed mainly in a casino, such as a slot machine, a roulette machine, a poker machine or a keno machine.

FIG. 1 is an external view of a game machine according to an embodiment of the invention. As shown in the same figure, a game machine 100 includes a table 102 on which player terminals 101 called satellites are disposed in an approximate fan shape, and a panel 103 disposed in a front of the table 102. In the example shown in the figure, five player terminals 101 are disposed in a fan shape facing the panel 103.

The panel 103 is equipped with a front display 104, which is a display device such as a liquid crystal display device, speakers 105, lamps 106 and LED's 107. The front display 104 relays information related to a whole of a game in which players operating the player terminals 101 participate to each player simultaneously. For example, it is arranged so that a notification of a start or a finish of a bet acception time, a notification of a game outcome and the like, are displayed by an animation of a dealer 108.

FIG. 2 is an enlarged view of a player terminal 101. The player terminal 101 includes in a top surface a liquid crystal display 201 for providing information related to the game to the player. The liquid crystal display 201 is covered by a transparent touch panel 202. A plurality of buttons 203, such as a payout button, which the player uses in the game, is disposed in front of the liquid crystal display 201. A coin insertion portion 204, for the player to insert a game value such as a coin, a medal or a chip (referred to hereafter simply as a “coin”), is provided to the right of the buttons 203. A coin sensor (not shown) for detecting the coin inserted is provided inside the coin insertion portion 204. A bill insertion portion 205, for the player to insert a bill, is provided below the coin insertion portion 204. A bill sensor (not shown) for detecting the bill inserted is provided inside the bill insertion portion 205.

A coin payout opening 206 is provided in a lower front portion of the player terminal 101. The player terminal 101 is configured in such a way that, in response to a depression by the player of the payout button included in the buttons 203, a plurality of coins corresponding to all or a part of a credit value belonging to the player stored inside the terminal is ejected from the coin payout opening 206. As will be described hereafter, the ejection of the coins in response to the depression of the payout button is limited by fixed conditions.

A transparent acrylic panel 207 is provided in an inverted, squared U-shape beyond the liquid crystal display 201 (on the panel 103 side), and a three-dimensional model chip presentation section 208 is provided in an area surrounded by the transparent acrylic panel 207. The three-dimensional model chip presentation section 208 includes three-dimensional model chips 209, a presentation section plate 211, on which are provided apertures 210 for the three-dimensional model chips 209 to project from an interior of the player terminal 101 to an exterior, or to store the projected three-dimensional model chips 209 in the interior of the player terminal 101, and an up-down mechanism (not shown) for raising and lowering the three-dimensional model chips 209.

The three-dimensional model chips 209, being a model of a pile of chips, are manufactured by molding a resin or the like. The three-dimensional model chip presentation section 208 has a plurality of three-dimensional model chips 209 of differing units. For example, three-dimensional model chips representing a pile of chips worth one credit each, a pile of chips worth ten credits each, as well as a pile of chips worth one hundred credits each, are prepared. All the players, as well as being able to ascertain promptly and intuitively a credit value belonging to a player by looking at a height to which the three-dimensional model chips 209 project from the presentation section plate 211, can experience a sense of reality just as though actual chips are increasing and decreasing in front of their eyes.

FIG. 3 is a schematic block diagram showing an internal configuration of the game machine 100 according to the embodiment. As shown in the same figure, a main controller 301 is stored in the game machine 100. The main controller 301, including an information processing device which executes a game program and a peripheral device, is connected in such a way as to enable two-way communication with each player terminal 101. The main controller 301 receives a notification of a number of a bet etc. from each player terminal 101, and starts an execution of a game in the event that prescribed conditions have been met. Then, having determined the outcome of the game, it relays a result to each player terminal 101. Also, the main controller 301 carries out an output control of an image signal to be displayed on the front display 104, a drive control of the lamps 106 and the LED's 107, as well as a drive control of the speakers 105.

Each player terminal 101 carries out an increase or a reduction of the credit value belonging to the relevant player in accordance with the notification from the main controller 301. For example, in the event that the player wins the game, each player terminal 101, in accordance with the notification from the main controller 301, adds a credit value equivalent to a number of chips obtained to the credit value owned, and updates a memory. On the contrary, in the event that the player loses the game, each player terminal 101, in accordance with the notification from the main controller 301, subtracts a credit value equivalent to a number of a bet from the credit value owned, and updates the memory.

The up-down mechanism 302 and a light source 303 are connected to the player terminal 101. The up-down mechanism 302, being a unit for raising and lowering the three-dimensional model chips 209, is equipped, in the embodiment, with a stepping motor as a raising and lowering power. The raising and lowering power is not limited to this, as it is also acceptable to equip it with a regular motor or the like combined with a position limiting mechanism. The light source 303, including a circuit having a light emitting source such as a plurality of LED's, functions as a light source which can change differing colors (for example, red, blue, green, white etc.) and luminance. Light projected from the light source 303 is guided by the transparent acrylic panel 207, and projected to the exterior of the game machine 100, particularly in a direction visible to the player.

Next, a description will be given of a configuration example of the main controller 301, while referring to FIG. 4. FIG. 4 is a block diagram of the game machine 100, centered around the main controller 301.

The main controller 301 is basically configured to have as its nucleus a microcomputer 405, which includes a CPU 401, an RAM 402, an ROM 403, and a bus 404 for carrying out a reciprocal data transmission between them. The ROM 403 and the RAM 402 are connected to the CPU 401 via the bus 404. Various kinds of program, data table and the like for carrying out processes necessary for a controlling of the game machine 100 are stored in the ROM 403. Also, the RAM 402 is a memory which temporarily stores various data calculated by the CPU 401.

The microcomputer 405 (more specifically, the CPU 401) is connected to an image processing circuit 407 via an I/O interface 406. The image processing circuit 407 is connected to the front display 104, and controls a drive of the front display.

The image processing circuit 407 includes a program ROM, an image ROM, an image control CPU, a work RAM, a VDP (Video Display Processor) and a video RAM. An image control program related to a display on the front display 104, and various selection tables, are stored in the program ROM. Dot data for forming an image such as, for example, dot data for forming an image on the front display 104, are stored in the image ROM. The image control CPU, based on parameters set by the CPU 401, in accordance with the image control program stored in advance in the program ROM, determines an image to be displayed on the front display 104 from among the dot data stored in advance in the image ROM. The work RAM is configured as a temporary memory device when executing the image control program in the image control CPU. The VDP generates image data corresponding to the display details determined by the image control CPU, and transmits them to the front display 104. The video RAM is configured as a temporary memory device when forming the image in the VDP.

Also, the microcomputer 405 (more specifically, the CPU 401) is connected to the speakers 105 via a sound circuit 408. The speakers 105, based on an output signal from the sound circuit 408, generate various sound effects, background music and the like when carrying out various effects.

Also, the microcomputer 405 (more specifically, the CPU 401) is connected to the lamps 106 and the LED's 107 via a lamp drive circuit 409. The lamps 106 and the LED's 107, being disposed in a large quantity on a front of the game machine 100, are controlled as to illumination, when carrying out the various effects, by the lamp control circuit 409 based on a drive signal from the CPU 401.

Also, each player terminal 101 being connected to the microcomputer 405 (more specifically, the CPU 401) via a communication interface 410, a two-way communication can be carried out between the. CPU 401 and the player terminals 101. As the CPU 401, by means of the communication interface 410, can carry out a transmission and reception of a command, a transmission and reception of a request and the like with each player terminal 101, the main controller 301 and the player terminals 101 cooperate in controlling a progression of the game.

Next, a description will be given of a configuration example of the player terminal 101, while referring to FIG. 5. FIG. 5 is a functional block diagram showing a control system of the player terminal 101.

The player terminal 101 is basically configured to have as its nucleus a microcomputer 505, which includes a CPU 501, an RAM 502, an ROM 503, and a bus 504 for carrying out a reciprocal data transmission between them. The ROM 503 and the RAM 502 are connected to the CPU 501 via the bus 504. Various kinds of program, data table and the like for carrying out processes necessary for a controlling of the player terminal 101, for example, an operation control of the up-down mechanism 302, an on/off control of the light source 303 and the like, are stored in the ROM 503. Also, the RAM 502 is a memory which temporarily stores various data calculated by the CPU 501.

The microcomputer 505 (more specifically, the CPU 501) is connected to a liquid crystal panel drive circuit 507 via an I/O interface 506. The liquid crystal panel drive circuit 507, being connected to the liquid crystal display 201, controls a drive of the liquid crystal display 201. A description of an image example displayed on the liquid crystal display 201 by such a drive control will be given hereafter.

Also, the microcomputer 505 (more specifically, the CPU 501) is connected to a touch panel drive circuit 508 via an I/O interface 506. The touch panel drive circuit 508 outputs coordinate data for a contact position on the transparent touch panel 202.

Also, a hopper 514 is connected to the microcomputer 505 (more specifically, the CPU 501) via a hopper drive circuit 509. When a drive signal is transmitted from the CPU 501 to the hopper drive circuit 509, the hopper 514 pays out a prescribed number of coins from the coin payout opening 206. Also, a coin detector 515 is connected to the CPU 501 via a payout completion signal circuit 510. The coin detector 515 is disposed inside the coin payout opening 206. When detecting that the prescribed number of coins has been paid out from the coin payout opening 206, a coin payout detection signal is transmitted from the coin detector 515 to the payout completion signal circuit 510, based on which the payout completion signal circuit 510 transmits a payout completion signal to the CPU 501.

Also, the microcomputer 505 (more specifically, the CPU 501) is connected to a motor drive circuit 511 which rotationally drives a stepping motor for driving the up-down mechanism 302. When a motor drive signal is transmitted from the CPU 501 to the motor drive circuit 511, the stepping motor is rotationally driven by the motor drive circuit 511. By this means, the up-down mechanism 302 operates, carrying out a raising and lowering of the three-dimensional model chips 209.

Also, the microcomputer 505 (more specifically, the CPU 501) is connected to an LED drive control circuit 512 for driving the light source 303. In the embodiment, the light source 303 including a plurality of LED's, the LED drive control circuit 512, in response to an LED drive command from the CPU 501, supplies drive power to the LED from among all the LED's which is the subject of the drive command. By this means, it is possible to carry out an on/off control of the LED's in a desired aspect under the control of the CPU 501. In particular, in the embodiment, the light source 303 includes five red LED's, five blue LED's and five white LED's. The LED drive control circuit 512 is configured as a circuit which can selectively supply power in such a way as to individually and independently turn on and off the five red LED's, the five blue LED's and the five white LED's.

Also, the microcomputer 505 (more specifically, the CPU 501) being connedted to the main controller 301 via a communication interface 513, a two-way communication can be carried out between the CPU 501 and the main controller 301. As the CPU 501 carries out a transmission and reception etc. of a command, a request, data and the like with the main controller 301, the main controller 301 and the player terminals 101 can cooperate in controlling a progression of the game.

FIG. 6 is a view showing an example of an image displayed on the liquid crystal display 201 of the player terminal 101 by means of the drive control of the liquid crystal panel drive circuit 507. In FIG. 6, a game provided by the game machine 100 being baccarat, a screen configuration example of a betting screen in the baccarat game is shown. The betting screen functions as a bet input interface which prompts a player to bet. Each player, using the betting screen as an input interface, carries out operations for the purpose of proceeding with the game by touching the transparent touch panel 202 provided on the front of the liquid crystal display 201.

As shown in FIG. 6, a result area 601 is displayed at a top of the betting screen. The result area 601 is an area which displays which result has come up (whether a game result has been a “tie”, a “banker win” or a “player win”) in a past game. The player can look at the details displayed in the area 601, and predict a result for the next game.

Area buttons 602 corresponding to three kinds of betting option “Tie”, “Banker” and “Player” are displayed to a lower left of the result area 601. The player can carry out a selection of a betting option by touching one of the three area buttons 602.

Also, a help button 613 is displayed below the area buttons 602. The help button 613 is a button touched when requesting an explanation of the game (in this case, baccarat).

Betting odds are displayed next to the area buttons 602 on the right. In the event that the game result matches the betting option selected by the player, that is, in the event that the player wins the game, a value equivalent to a number of coins bet by the player multiplied by the betting odds is obtained by the player as an obtained credit value.

A chip display area 603 is provided to a right of the betting odds. A chip image corresponding to the number of coins bet by the player is displayed in the chip display area 603, carrying out an effect whereby a sense of reality is evoked.

A plurality of betting buttons 604 is displayed below the chip display area 603. The player can input a desired bet value by appropriately touching the betting buttons 604. In the example shown in the figure, one each of values “1”, “5” , “10” , “25” and “100” is set on the betting buttons 604, whereby by touching once a number of coins corresponding to the set value is added to the bet value.

A repeat bet button 611 and an undo bet button 612 are displayed between the chip display area 603 and the betting buttons 604. By touching the repeat bet button 611, the player can again bet a number of coins bet in the last game in which he or she participated. Meanwhile, by touching the undo bet button 612, it is possible to cancel a number of coins bet immediately before.

An area (an obtained credit value display area) 605, in which the credit value obtained by the player is displayed, and an area (an owned credit value display area) 606, in which a credit value owned by the player is displayed, are provided below the betting buttons 604. Also, an inserted coin quantity display area 607, in which a number of coins the player has inserted is displayed, is provided below the obtained credit value display area 605. An area (a bet value lower limit value display area) 608, in which a lower limit value of a betting amount is displayed, and an area (a bet value upper limit value display area) 609, in which an upper limit value of a betting amount is displayed, are provided to a left of the inserted coin quantity display area.

The game machine 100 according to the embodiment, having the above kind of configuration, limits a payout of coins added to the player's owned credit value stored in the game machine 100 (hereafter abbreviated simply to “owned credit value”) according to fixed conditions. Specifically, in the event that the owned credit value is less than the number of coins inserted into the game machine 100 by the player, it limits the payout of the owned credit value, while in the event that the owned credit value is equal to or greater than the number of coins inserted, it allows the payout of the owned credit value.

That is, the game machine 100 according to the embodiment allows the payout of the owned credit value only in the event that the player has an owned credit value equal to or greater than the credit value obtained by the coins inserted, while it limits the payout of the owned credit value in the event that the player has an owned credit value less than the coins inserted. By limiting the payout of the owned credit value according to fixed conditions in this way, a sense of security that the payout of the owned credit value is always possible is eliminated, causing the player to carry out a game which has a feeling of tension.

FIG. 7, being a block diagram for illustrating functions of the microcomputer 505 included in the player terminal 101, is mainly a functional block diagram related to a payout process of the owned credit value. As shown in FIG. 7, the microcomputer 505 of the player terminal 101 includes a terminal side game controller (hereafter referred to simply as a “game controller”) 701, which carries out a progression control of the game in the game machine 100 in conjunction with the main controller 301, a memory 702, which stores the owned credit value and a value showing the number of coins inserted (hereafter referred to as an “inserted coin value” as appropriate), and a payout management section 703, which manages an allowance and refusal of the payout of the owned credit value.

The game controller 701 carries out a control for progressing the game on the player terminal 101 side. For example, as well as receiving an input etc. related to a designation by the player of a bet amount or the betting option, or the payout of the owned credit value, via the touch panel drive circuit 508, the buttons 203 etc., it relays the received player input to the main controller 301. Also, as well as updating the owned credit value in response to a game outcome result relayed from the main controller 301, it displays a display image corresponding to the game outcome result on the liquid crystal display 201 via the liquid crystal panel drive circuit 507.

The memory 702 stores, as appropriate, an updated owned credit value and the inserted coin value based on coins obtained or coins lost in accordance with the player's game outcome result in the game machine 100, as well as a number of coins newly inserted by the player etc. The number of coins inserted by the same player is stored as the inserted coin value. That is, a total of a number of coins which the same player inserts before a start of a game, and a number of coins the player adds before the coins inserted at the start of the game are used up, is stored.

The payout management section 703, in the event of detecting a payout command from the payout button via the game controller 701, determines the allowance or rejection of the payout of the owned credit value. The payout management section 703 determines the allowance or rejection of the payout of the owned credit value by comparing the owned credit value stored in the memory 702 at the time of detecting the payout command with the inserted coin value. Specifically, in the event that the owned credit value is equal to or greater than the number of coins inserted, it allows the payout of the owned credit value, while in the event that the owned credit value is less than the number of coins inserted, it limits the payout of the owned credit value.

Hereafter, a description will be given of an operation in a case in which, in the game machine according to the embodiment, the payout process of the owned credit value is limited by the fixed conditions. FIG. 8 is a flow diagram for illustrating the operation in the case in which, in the game machine 100 according to the embodiment, the payout process of the owned credit value is limited by the fixed conditions.

In a waiting condition, the game controller 701 is monitoring an insertion of a coin by the player, as shown in FIG. 8 (step (hereafter abbreviated to “ST”) 801). Then, in the event that it detects the insertion of the coin, it determines whether or not a certain time has elapsed after the insertion of the coin (ST802). At this point, the determination of the elapsing of the certain time after the insertion of the coin is for the purpose of determining whether or not a series of coin insertions by the player has finished.

Then, if the elapsing of the certain time after the insertion of the coin is confirmed, the game controller 701, as well as setting the number of coins inserted as the insertion coin value to be stored in the memory 702 (ST803), sets it as the owned credit value to be stored in the memory 702 (ST804).

After carrying out the setting of the inserted coin value and the owned credit value, the game controller 701 relays a command input from the player via the transparent touch panel 202 etc. to the main controller 301, while executing a game process which carries out the image display etc. in response to the outcome result received from the main controller 301 (ST805). Then, it carries out a process which updates the owned credit value in response to the game outcome result received from the main controller 301 (hereafter referred to as “credit update process”) (ST806).

In the credit update process, the game controller 701, in the event that the player wins the game, updates the owned credit value by adding the credit value obtained according to the game contents to the owned credit value. On the contrary, in the event that the player loses the game, it updates the owned credit value by subtracting the credit value bet on the game from the owned credit value.

After carrying out the credit update process, the game controller 701 determines whether or not a condition exists in which the owned credit value has been used up (the owned credit value=0) (ST807). At this point, the determination of whether or not the condition exists in which the owned credit value has been used up is for the purpose of determining whether or not the game of the player using the previously set inserted coin value has finished. In the event that the owned credit value has been used up, the game controller 701 finishes the process and again monitors the insertion of the coin by the player (ST801).

However, in the event that the owned credit value remains, the game controller 701 determines whether or not to accept the owned credit value payout command from the player via the payout button included in the buttons 203 (ST808). In the event that the payout command is accepted, the fact is relayed to the payout management section 703. The payout management section 703, on receiving the notification, determines whether to allow or refuse the payout of the owned credit value. Specifically, it determines whether to allow or refuse the payout of the owned credit value by determining whether or not the current owned credit value is equal to or greater than the number of coins inserted (ST809). If the current owned credit value is equal to or greater than the number of coins inserted, it relays the fact to the game controller 701.

On receiving the notification, the game controller 701 carries out the payout process of the owned credit value via the hopper drive circuit 509 (ST810). In the payout process in the embodiment, the whole of the owned credit value stored in the memory 702 is to be paid out. Then, after carrying out the payout process, the game controller 701 finishes the process and again monitors the insertion of the coin by the player (ST801).

In ST808, in the event that the payout command from the player is not accepted, the game controller 701 returns the process to ST805, and again executes the game process. However, even though the payout command from the player is accepted, if it is determined by the payout management section 703, in ST809, that the owned credit value is less than the inserted coin value, the game controller 701, without responding to the owned credit value payout command, returns the process to ST805 and again executes the game process. At this time, it is preferable in the embodiment that a message is displayed on the liquid crystal display 201 to the effect that the payout process cannot be carried out due to the owned credit value being less than the inserted coin value.

Hereafter, a description will be given, using a specific example, of an operation according to the flow shown in FIG. 8. Herein, a description will be given of a case in which, in ST801, one hundred coins are inserted by the player, while in ST803 and ST804, “100” is set as both the inserted coin value and the owned credit value.

Suppose that, in a condition in which the settings are like this, for example, the player wins the game in the game process ST805, and the owned credit value is updated to “120” in the credit update process ST806. In a condition in which the credit value is updated in this way, in the event that there is an owned credit value payout command (ST808), the payout management section 703 determines that the owned credit value (120) is equal to or greater than the inserted coin value (100) (ST809). In response to this, the game controller 701 carries out the owned credit value payout process (ST810), paying out 120 coins to the player.

Suppose that, contrarily, in a condition in which the settings are like this, for example, the player loses the game in the game process ST805, and the owned credit value is updated to “80” in the credit update process ST806. In a condition in which the credit value is updated in this way, in the event that there is an owned credit value payout command (ST808), the payout management section 703 determines that the owned credit value (80) is less than the inserted coin value (100) (ST809). In response to this, the game controller 701, without responding to the owned credit value payout command, returns the process to ST805 and again executes the game process.

In this way in the game machine 100 according to the embodiment, by limiting the payout of the owned credit value (the coins added to the owned credit value) according to fixed conditions, a sense of security that the payout of the owned credit value is always possible is eliminated, causing the player to carry out a game which has a feeling of tension.

In particular, in the game machine 100 according to the embodiment, as the payout of the owned credit value is limited in the event that the owned credit value is less than the credit value obtained by the coins inserted into the game machine 100, it is possible to cause the player to carry out a game while applying a feeling of tension that it is not possible to receive the payout of the owned credit value unless it is greater than the credit value obtained by the coins inserted.

In the embodiment, although a case is shown in which the allowance and refusal of the owned credit value payout process is determined based on the inserted coin value and owned credit value set in accordance with the coins inserted before the start of the game, it is possible to, as appropriate, change the allowance and refusal determination of the owned credit value payout process. For example, it is also acceptable to determine the allowance and refusal of the owned credit value payout process based on the inserted coin value and owned credit value set in accordance with coins newly inserted into the game machine 100 after the start of the game, but before the owned credit value is used up.

In this case, it is feasible that the game controller 701, after the owned credit value is set in ST804 and before the owned credit value is used up, executes the process shown in FIG. 9 in parallel with the process shown in FIG. 8.

That is, the game controller 701, after the owned credit value is set in ST804 and before the owned credit value is used up, is monitoring a new insertion of a coin by the player, as shown in FIG. 9 (ST901). Then, in the event that it detects the new insertion of the coin, it determines whether or not a certain time has elapsed after the insertion of the coin (ST902). The determination of the elapsing of the certain time is for the same purpose as in ST801.

If the elapsing of the certain time after the insertion of the new coin is confirmed, the game controller 701, as well as carrying out an inserted coin value update process in which a number of coins inserted in ST901 is added to the inserted coin value set in ST803 (ST903), carries out a credit update process in which the number of coins inserted in ST901 is added to the owned credit value set in ST804 (or the owned credit value updated in ST806) (ST904).

Then, while carrying out the process shown in FIG. 9 in parallel, if the process has moved to ST807, as described heretofore, it is determined whether or not the owned credit value has been used up, and determined whether or not the owned credit value payout command has been accepted (ST807, ST808). Then, in the event that the payout command has been accepted, the payout management section 703 is caused to determine whether or not the owned credit value (the owned credit value updated in ST904) is equal to or greater than the inserted coin value (the inserted coin value updated in ST903), and execute the payout process in accordance with the evaluation result (ST809, ST810).

Hereafter, a description will be given, using a specific example, of an operation according to the flow shown in FIG. 8 and FIG. 9. Herein, a description will be given of a case in which, in ST801, one hundred coins are inserted by the player, and in ST803 and ST804, “100” is set as both the inserted coin value and the owned credit value while, before the owned credit value is used up, in ST901, for example twenty new coins are inserted by the player, and in ST903 and ST904, both the inserted coin value and the owned credit value are reset at “120”.

Suppose that, in a condition in which the settings are like this, for example, the player wins the game in the game process ST805, and the owned credit value is updated to “150” in the credit update process ST806. In a condition in which the credit value is updated in this way, in the event that there is an owned credit value payout command (ST808), the payout management section 703 determines that the owned credit value (150) is equal to or greater than the inserted coin value (120) (ST809). For this reason, the game controller 701 carries out the owned credit value payout process (ST810), paying out 150 coins to the player.

However, suppose that, for example, the player wins the game in the game process ST805, and the owned credit value is updated to “110” in the credit update process ST806. In a condition in which the owned credit value is updated in this way, in the event that there is an owned credit value payout command (ST808), the payout management section 703 determines that the owned credit value (110) is less than the inserted coin value (120) (ST809). For this reason, the game controller 701, without responding to the owned credit value payout command, returns the process to ST805 and again executes the game process.

If, in a condition in which the settings are like this, for example, the player loses the game in the game process ST805, and the owned credit value is updated to “80” in the credit update process ST806, in the same way as described heretofore, the payout management section 703 determines that the owned credit value (80) is less than the inserted coin value (120) (ST809), and the game controller 701, without responding to the coin payout command, returns the process to ST805 and again executes the game process.

According to the game machine 100 of the embodiment, as the payout of the owned credit value is limited in this way in the event that the owned credit value is less than the credit value obtained by a total of the number of coins inserted before the start of the game and the number of coins inserted before the owned credit value is used up, it is possible to cause the player to carry out a game while applying a feeling of tension that it is not possible to receive the payout of the owned credit value unless it is greater than the credit value obtained by the overall number of coins inserted thus far.

In the embodiment, although a case is shown in which the owned credit value payout process is limited, in ST809, in the event that the owned credit value is less than the inserted coin value, it is possible to, as appropriate, change the conditions limiting the owned credit value payout process. For example, it is also acceptable to limit the owned credit value payout process in the event that the credit value obtained in accordance with the game outcome result is less than the credit value obtained by the coins inserted. For example, in a case in which the number of coins inserted is one hundred, in the event that the credit value obtained in accordance with the game outcome result is less than “100”, that is, in the event that the owned credit value is less than “200”, it is acceptable to limit the owned credit value payout process. In this case, as it is not possible to receive the payout of the owned credit value unless it is at least twice as large as the credit value obtained by the coins inserted, it is possible to cause the player to carry out a game while applying a greater feeling of tension than in the embodiment described heretofore.

The invention is not limited to the embodiment described heretofore, as various changes are possible without departing from the spirit and scope of the invention. Regarding sizes and forms shown in the attached drawings in the embodiment, without being limited to these, it is possible to make changes as appropriate within a range which realizes the benefits of the invention. Apart from these, it is possible to implement making changes as appropriate as long as there is no departure from a range of the object of the invention.

Additional advantages and modifications will readily occur to those skilled in the art. Therefore, the invention in its broader aspects is not limited to the specific details and representative embodiments shown and described herein. Accordingly, various modifications may be made without departing from the spirit or scope of the general inventive concept as defined by the appended claims and their equivalents. 

1. A game machine comprising: an accepting device which accepts an amount of currency input by a player as a first credit; a memory which stores the first credit accepted by the accepting device, a second credit obtained by the player in accordance with a game result, and an owned credit owned by the player, including the first credit and the second credit; and a processor which compares the first credit and the owned credit read from the memory and, in the event that the owned credit is less than the first credit, carries out a process limiting a payout of the owned credit.
 2. A game machine according to claim 1, wherein the accepting device accepts an amount of currency newly added by the player as a third credit, and the processor, in the event that the accepting device accepts the third credit before the first credit is used up, updates the first credit and stores it in the memory.
 3. A game machine comprising: an accepting device which accepts an amount of currency input by a player as a first credit; a memory which stores the first credit accepted by the accepting device, a second credit obtained by the player in accordance with a game result, and an owned credit owned by the player, including the first credit and the second credit; and a processor which compares the first credit and the second credit read from the memory and, in the event that the second credit is less than the first credit, carries out a process limiting a payout of the owned credit.
 4. A game machine according to claim 3, wherein the accepting device accepts an amount of currency newly added by the player as a third credit, and the processor, in the event that the accepting device accepts the third credit before the first credit is used up, updates the first credit and stores it in the memory.
 5. A game machine comprising: an accepting device which accepts an amount of currency input by a player as a first credit; a memory which stores the first credit accepted by the accepting device, a second credit obtained by the player in accordance with a game result, and an owned credit owned by the player, including the first credit and the second credit; and a processor which compares the first credit and the owned credit read from the memory and, in the event that the owned credit is less than the first credit, carries out a process limiting a payout of the owned credit, wherein the accepting device accepts an amount of currency newly added by the player as a third credit, and the processor, in the event that the accepting device accepts the third credit before the first credit is used up, updates the first credit and stores it in the memory. 